211 lines
6.5 KiB
Go
211 lines
6.5 KiB
Go
package legacypacket
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import (
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"github.com/akmalfairuz/legacy-version/legacyver/proto"
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"github.com/go-gl/mathgl/mgl32"
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"github.com/sandertv/gophertunnel/minecraft/protocol"
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"github.com/sandertv/gophertunnel/minecraft/protocol/packet"
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)
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const PlayerAuthInputBitsetSize = 65
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const (
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InputFlagAscend = iota
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InputFlagDescend
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InputFlagNorthJump
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InputFlagJumpDown
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InputFlagSprintDown
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InputFlagChangeHeight
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InputFlagJumping
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InputFlagAutoJumpingInWater
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InputFlagSneaking
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InputFlagSneakDown
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InputFlagUp
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InputFlagDown
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InputFlagLeft
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InputFlagRight
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InputFlagUpLeft
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InputFlagUpRight
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InputFlagWantUp
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InputFlagWantDown
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InputFlagWantDownSlow
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InputFlagWantUpSlow
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InputFlagSprinting
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InputFlagAscendBlock
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InputFlagDescendBlock
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InputFlagSneakToggleDown
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InputFlagPersistSneak
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InputFlagStartSprinting
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InputFlagStopSprinting
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InputFlagStartSneaking
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InputFlagStopSneaking
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InputFlagStartSwimming
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InputFlagStopSwimming
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InputFlagStartJumping
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InputFlagStartGliding
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InputFlagStopGliding
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InputFlagPerformItemInteraction
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InputFlagPerformBlockActions
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InputFlagPerformItemStackRequest
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InputFlagHandledTeleport
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InputFlagEmoting
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InputFlagMissedSwing
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InputFlagStartCrawling
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InputFlagStopCrawling
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InputFlagStartFlying
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InputFlagStopFlying
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InputFlagClientAckServerData
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InputFlagClientPredictedVehicle
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InputFlagPaddlingLeft
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InputFlagPaddlingRight
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InputFlagBlockBreakingDelayEnabled
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InputFlagHorizontalCollision
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InputFlagVerticalCollision
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InputFlagDownLeft
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InputFlagDownRight
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InputFlagStartUsingItem
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InputFlagCameraRelativeMovementEnabled
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InputFlagRotControlledByMoveDirection
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InputFlagStartSpinAttack
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InputFlagStopSpinAttack
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InputFlagIsHotbarTouchOnly
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InputFlagJumpReleasedRaw
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InputFlagJumpPressedRaw
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InputFlagJumpCurrentRaw
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InputFlagSneakReleasedRaw
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InputFlagSneakPressedRaw
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InputFlagSneakCurrentRaw
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)
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const (
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InputModeMouse = iota + 1
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InputModeTouch
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InputModeGamePad
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InputModeMotionController
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)
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const (
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PlayModeNormal = iota
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PlayModeTeaser
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PlayModeScreen
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PlayModeViewer
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PlayModeReality
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PlayModePlacement
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PlayModeLivingRoom
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PlayModeExitLevel
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PlayModeExitLevelLivingRoom
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PlayModeNumModes
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)
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const (
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InteractionModelTouch = iota
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InteractionModelCrosshair
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InteractionModelClassic
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)
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// PlayerAuthInput is sent by the client to allow for server authoritative movement. It is used to synchronise
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// the player input with the position server-side.
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// The client sends this packet when the ServerAuthoritativeMovementMode field in the StartGame packet is set
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// to true, instead of the MovePlayer packet. The client will send this packet once every tick.
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type PlayerAuthInput struct {
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// Pitch and Yaw hold the rotation that the player reports it has.
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Pitch, Yaw float32
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// Position holds the position that the player reports it has.
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Position mgl32.Vec3
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// MoveVector is a Vec2 that specifies the direction in which the player moved, as a combination of X/Z
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// values which are created using the WASD/controller stick state.
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MoveVector mgl32.Vec2
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// HeadYaw is the horizontal rotation of the head that the player reports it has.
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HeadYaw float32
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// InputData is a combination of bit flags that together specify the way the player moved last tick. It
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// is a combination of the flags above.
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InputData protocol.Bitset
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// InputMode specifies the way that the client inputs data to the screen. It is one of the constants that
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// may be found above.
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InputMode uint32
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// PlayMode specifies the way that the player is playing. The values it holds, which are rather random,
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// may be found above.
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PlayMode uint32
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// InteractionModel is a constant representing the interaction model the player is using. It is one of the
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// constants that may be found above.
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InteractionModel uint32
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// InteractPitch and interactYaw is the rotation the player is looking that they intend to use for
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// interactions. This is only different to Pitch and Yaw in cases such as VR or when custom cameras
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// being used.
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InteractPitch, InteractYaw float32
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// Tick is the server tick at which the packet was sent. It is used in relation to
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// CorrectPlayerMovePrediction.
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Tick uint64
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// Delta was the delta between the old and the new position. There isn't any practical use for this field
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// as it can be calculated by the server itself.
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Delta mgl32.Vec3
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// ItemInteractionData is the transaction data if the InputData includes an item interaction.
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ItemInteractionData protocol.UseItemTransactionData
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// ItemStackRequest is sent by the client to change an item in their inventory.
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ItemStackRequest protocol.ItemStackRequest
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// BlockActions is a slice of block actions that the client has interacted with.
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BlockActions []protocol.PlayerBlockAction
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// VehicleRotation is the rotation of the vehicle that the player is in, if any.
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VehicleRotation mgl32.Vec2
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// ClientPredictedVehicle is the unique ID of the vehicle that the client predicts the player to be in.
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ClientPredictedVehicle int64
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// AnalogueMoveVector is a Vec2 that specifies the direction in which the player moved, as a combination
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// of X/Z values which are created using an analogue input.
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AnalogueMoveVector mgl32.Vec2
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// CameraOrientation is the vector that represents the camera's forward direction which can be used to
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// transform movement to be camera relative.
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CameraOrientation mgl32.Vec3
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// RawMoveVector is the value of MoveVector before it is affected by input permissions, sneaking/fly
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// speeds and isn't normalised for analogue inputs.
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RawMoveVector mgl32.Vec2
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}
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// ID ...
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func (pk *PlayerAuthInput) ID() uint32 {
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return packet.IDPlayerAuthInput
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}
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func (pk *PlayerAuthInput) Marshal(io protocol.IO) {
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io.Float32(&pk.Pitch)
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io.Float32(&pk.Yaw)
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io.Vec3(&pk.Position)
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io.Vec2(&pk.MoveVector)
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io.Float32(&pk.HeadYaw)
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if proto.IsProtoGTE(io, proto.ID766) {
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io.Bitset(&pk.InputData, PlayerAuthInputBitsetSize)
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} else {
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io.Bitset(&pk.InputData, 64)
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}
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io.Varuint32(&pk.InputMode)
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io.Varuint32(&pk.PlayMode)
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io.Varuint32(&pk.InteractionModel)
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io.Float32(&pk.InteractPitch)
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io.Float32(&pk.InteractYaw)
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io.Varuint64(&pk.Tick)
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io.Vec3(&pk.Delta)
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if pk.InputData.Load(InputFlagPerformItemInteraction) {
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io.PlayerInventoryAction(&pk.ItemInteractionData)
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}
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if pk.InputData.Load(InputFlagPerformItemStackRequest) {
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protocol.Single(io, &pk.ItemStackRequest)
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}
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if pk.InputData.Load(InputFlagPerformBlockActions) {
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protocol.SliceVarint32Length(io, &pk.BlockActions)
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}
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if pk.InputData.Load(InputFlagClientPredictedVehicle) {
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io.Vec2(&pk.VehicleRotation)
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io.Varint64(&pk.ClientPredictedVehicle)
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}
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io.Vec2(&pk.AnalogueMoveVector)
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io.Vec3(&pk.CameraOrientation)
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if proto.IsProtoGTE(io, proto.ID766) {
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io.Vec2(&pk.RawMoveVector)
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}
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}
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